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How To Repair Engineering Complex Eve

The most common type of fleet PVP in Eve is definitely structure bashing. There are so many citadels anchored across New Eden that it sometimes feels similar there is hardly any space for ships left. Especially in low and cypher security space, citadels are the main conflict driver for major armada PVP, but likewise in high security space citadels are normally attacked past wardec corporations that are hired by wealthy traders.

A couple of years back Role player Owned Starbases (short POSes) were the most common structure in the game, merely since the introduction of citadels these are now more often than not irrelevant. CCP is in the procedure of removing POSes from the game and most of their functionality  is already replaced past similar citadel features. Since POSes will get away soon, I will not explain POS bash mechanics which are chip different to citadel mechanics.

POS Tower

Types of Structures

There is a great number of different structures in the game. Notwithstanding there are only a few types that you can destroy past shooting them and that are set upwards past players.

The most important ones are commonly referred to every bit Citadels, which is actually only the commencement type that has been released in the Citadel expansion. With later expansions CCP also introduced Technology Complexes and Refineries. The main game mechanics for all three types are like, with only the ability to fit special modules and hull bonuses making them singled-out.

The 3 types come in up to three different sizes: M, L and Twoscore. These are the Astrahus (M), Fortizar (L) and Keepstar (XL) for Citadels, the Raitaru (G), Azbel (50) and Sotiyo (Twoscore) for Engineering Complexes and Athanor (M) and Tatara (L) for Refineries.

Raitaru Engineering Complex

A common feature of all iii types is the power to dock capital ships. The medium sized ones are open up for all non gainsay capitals (freighters and jump freighters). The large ones as well allow combat capitals to dock, while titans and supercarriers can only dock in the actress large versions. By this, the large and extra large versions are valuable assets in zero security space to safely dock your majuscule armada in your home systems or in hostile territory to stage from.

Keepstar Citadel, home of Titans and Supers

The second construction type, which tin can be destroyed past simply shooting it, are Thespian owned Community Offices (short POCOs). POCOs are anchored shut to planets and provide a fashion to get PI (Planetary Interaction) products from a planet into space. For all transfered goods, the player has to pay a transfer taxation to the owner of the POCO.  POCOs cannot fit any modules like citadels and you cannot dock any ships in them. However, since the taxes earned by POCOs can be significant, they tin besides be a conflict driver.

The last structure types that are just used in null security infinite are the Ansiplex Bound Gate, the Pharolux Cyno Buoy and the Tenebrew Cyno Jammer.  These are also known every bit FLEX structures and share the same game mechanics.

The Ansiplex Spring Gate is used to set up an alliance owned jump bridge network. These function very like to regular stargates, but can merely connect to a 2d Ansiplex Spring Gate in a shut by organisation. Past putting upwardly pairs of 2, you can create a new connection betwixt two systems. They are used like to regular jump gates by clicking them in space and select the bound selection of the Ansiplex.  The alliance can configure the Ansiplex that a fee must be paid for using them and that they are merely usable for the ain alliance members or also friendly alliances. Simply ane Ansiplex tin can be placed in a organisation.

The Pharolux Cyno Beaconcan exist used every bit beacon to leap your capital ships to. It is used like a regular cyno given by a cyno ship and is activated from the fleet menu or right clicking your capacitor in a jump capable uppercase send and choosing the option Jump To.

The Tenebrew Cyno Jammer prevents any ship from lighting a cyno in system.  This issue last 5 minutes afterwards activating the structure.  This one is handy to deploy during big fights to foreclose the opposing side to bring in new capital ships by lighting a cyno.

Citadel Timers

To destroy a citadel you lot simply need to shoot it until information technology's shield, armor and structure hitpoints run out.  The shield HP of a citadel can be attacked at any given time by any number of ships. Citadels take a meaning amount of shield HP and also quite a big shield regeneration. To run down the shield HP of even a medium sized citadel in a timely fashion, you should at least accept chiliad dps on the field. A medium sized Astrahus has 4.8 million shield HP, which comes to at least lxxx minutes of shooting it without counting in shield regeneration with 1k dps.  All citadels have an upper damage limit for shield, armor and structure HP. For case an Astrahus citadel tin can only lose 5000 HP per second. This limits the minimum time a fleet tin can run down the shield HP of an Astrahus to most 25 minutes. The larger citadels have more HP but besides have a bigger damage cap, which roughly results in a minimum time of 25 minutes to run downwards shield HP with max dps.

Once the shield HP are gone, the citadel enters a reinforcement mode and you lot cannot further use damage until the reinforcement timer is over. The shield reinforcement timer is between 24 to 48 hours and the time of the 24-hour interval it runs out can exist  roughly specified past the owner of the citadel.

Once the shield timer runs out, you can hit the armor HP of the citadel, after which you reach the armor reinforcement timer, which is up to one calendar week depending on the space it is anchored in (high, low, null sec or wormhole space). The crude time of the twenty-four hour period it runs out tin again be specified by the owner of the citadel.  After the armor timer runs out,  you can hit the citadels structure HP. If the structure HP are gone likewise , the citadel will explode in a pretty explosion.

Azbel in Armor Timer

If a timer runs out and nobody applies damage to the structure, a repair timer between 15 to 60 minutes depending on the security condition and military indexes of the system is started. If the repair timer runs out, the citadel becomes invulnerable again and regenerates all HP lost on the previous timers. If somebody shoots the citadel, the timer is stopped as long as you apply 10% of the maximum allowed damage.  A citadel has actually be fueled to exist fully operational. If the citadel runs out of fuel, information technology enters a and so chosen low ability fashion. By this, it loses parts of its shield and armor HP and y'all can striking until armor HP runs out for the armor timer to start.

Another special instance, when a Citadel is quite vulnerable, is direct afterwards the anchoring procedure. A Citadels needs about 6 days to be anchored, afterwards which it is vulnerable for 15 minutes without any shield or armor HP. So, if yous hitting the Citadel in this time window, it can exist destroyed direct without any timers.

When a Citadel is destroyed it will not automatically drop any items that are stored inside. It will only drop fuel from its fuel bay and the raw materials or products from whatsoever currently running industry chore that has been started in the citadel. Items stored inside the citadel will miraculously be teleported to some other citadel or station when information technology is destroyed. This procedure as chosen asset safety.

To go to the items stored in a Citadel, it outset needs to go into abandoned state. This country is reached if the structure has been in low power manner for vii days. If an abased construction is destroyed, it drops all items that were within into space. An abandoned structure also has no timers anymore, and then you can destroy it from shield into hull in one become.

The mechanics for FLEX structure are very like. They also need fuel to operate properly just go into a single timer once the shield and armor  hitting points are gone.  FLEX structures only accept this one timer that tin be up to 24 hours long. If a FLEX structure goes into low power manner, you tin destroy it in one go.  Once the construction starts the timer, it cannot be used anymore e.m. Ansiplexes won't permit you jump anymore.

POCO Timers

POCO bashing works very similar to citadel bashing. Withal,  POCOs only accept ane timer. Initially you can hitting the shield HP and bring it down to 25%. After that the POCO enters reinforce style reaching from 24 to 48 hours. After the shield timer runs out, it becomes vulnerable again just with 0% shield left. From that point on, y'all tin can hit armor and structure HP until it explodes. POCOs regenerate shield HP subsequently the shield timer runs and if nobody shoots it the shield is repaired until it reaches 25% again. Later on that point the timer is reset and yous need to push button shield down to 25% to enter another shield reinforcement timer.

Reinforced POCOs are nonetheless fully functional and players tin consign PI products from and to the planet.

At that place is no maximum amount of impairment you can apply to  a POCO, so bring plenty of dps to stop it off quickly. A POCO has 10 million shield HP, 2.5 meg armor HP and ii million structure HP, so a lot less than even a medium sized citadel.

POCO in Reinforcement Timer

After this very brief summary of structure bashing mechanics, I will explain  how structure weapons work and some of my personal experiences bashing them in the next function of this guide. So stay tuned for part Two.

How To Repair Engineering Complex Eve,

Source: http://www.evehowto.com/wordpress/2018/07/19/structure-combat-part-i/

Posted by: wrightgrahme.blogspot.com

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